Increased risk for overweight/obesity has been linked to excess time in front of the television/computer. Given that video games are such a popular form of entertainment for today's youth, an alternative approach to increasing activity is to promote video games that require physical activity to play. To determine the exercise value of these games, it is essential to determine if children will play them for a duration that is associated with significant energy expenditure. PURPOSE: This pilot study assessed whether children 7-14 years of age, classified by CDC guidelines at the 85th percentile or above for their age and gender, differed in energy expenditure (Kcals), rate of perceived exertion (RPE), and oxygen consumption (VO2), when they were riding a stationary bike alone versus when they were riding a stationary bike attached to an active video game. METHODS: The sample included 17 males and females 7-14 years of age (mean =10.1 + 1.9 years). All participants had a Body Mass Index (BMI) that put them at the 85th percentile or above (mean = 30.7 + 9.0 kg/m2). The subjects attended a familiarization session to learn how to play the video games and have the protocol explained to them; they then attended two further sessions, one with the video games (VG), and one without (WOVG). These games required the subjects to pedal harder to make their video cars go faster in various car races. Paired sample t-tests were used to determine whether the sample differed between VG and WOVG conditions. RESULTS: The sample had higher exercise VO2, maximum heart rate (MHR), VO2 max., and Kcals burned per minute (p < 0.05) when using the video game (Table 1). No significant difference existed between exercise bouts in RPE or Kcals used per total time.Table 1: Descriptive statistics for selected variables with (VG) and without (WOVG) active video game.CONCLUSION: Study subjects who rode the stationary bikes with active video games burned more calories per minute, worked harder per unit time, and had higher maximum HR. Thus, it appears these games provide a viable alternative for keeping overweight children active for a long enough session to expend significant energy. Table 1 Descriptive statistics for selected variables with (VG) and without (WOVG) active video game. We would like to thank the XRtainment Zone for their support in use of their facilities. This project was funded in part by NIH grant #GM073842.
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Siegel et al. (2008) studied this question.